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#221 |
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PR Artwork Team
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I do it the way rhino does as well. I've never used flatten mapping much except for ultra simple objects, but there may be hidden secrets there like there often is with Max.
Its defo looking much better wilkinson. Keep adjusting it and I think you'll get there. Once you think you've got something close to finished do an AO bake and then scribble on it in Photoshop. That will give you some idea of pixel density. Looking over it now, the Ammo box uvs need to be bigger on the UVmap as they are unnacceptably low res ATM. That is just done by selecting and scaling and then reducing the size of something else to get it to fit. The amount of black is fine in the last pic btw, you just need to work on stitching some seams and scaling all the elements so they will texture well. |
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#222 |
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PR Coder Team
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Mathematically the UV Maps are a set of definitions that translate a two dimensional array (U and V) into a 3d coordinate system (X, Y and Z). That's why its called UV Mapping
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Last edited by [R-DEV]Sniperdog; 02-15-2010 at 06:49 PM..
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#223 |
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Retired PR Developer
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That would be the other way around, R^3 -> R^2, a mapping/linear transformation from 3 dimensional volume to a 2 dimensional plane. Pretty impossible for a projection R^x to R^x+1 to give any other result than a co-planar shape
I think the simplest way to put it is that you take all the individual surfaces the model is made up of (polys, triangles, faces, N-gons - whatever you may know them as) and putting them next to each other in an image so that you can paint the surfaces in an image editing software like photoshop. Each point (vertex) in a model has much more than a just (x,y,z) coordinates (geometry). It also has material ID, normal, (multiple) UVW coordinates and skinned weightings among other information. |
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"Without geometry, life is pointless"
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#224 |
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Back again with another update
Everything has been unwraped and is being placed on the sheet at this time. So far before I continue, I decided to map the 1P Areas viewed while on the gun first, As many devs have stated before. Could I ask for some feedback on how the 1P areas are mapped and if they are done so correctly ![]() Red= Overlaps ![]() Texture ![]() I know there is a lot of black But i have plenty to put on. Keep in mind its WIP and ONLY Has the 1P Areas Mapped on the Sheet. |
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#225 |
![]() Join Date: Sep 2009
Location: Michigan
Posts: 1,470
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You have some unused space, I suggest tightening your unwrap up as close as you can...
The closer everything is... (without overlapping) The higher res the texture can be. |
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#226 |
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PR Mapper Team
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Far too much wasted space etc and the MAG has it tiled way too less in some areas and way too much in others etc... Also if your going to have a 2:1 texture, edit your grid texture to be a 2:1 also.
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#227 |
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Apperciate it. But I do have alot to put on still. So Once that is done I can always resize
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#228 |
![]() Join Date: Sep 2009
Location: Michigan
Posts: 1,470
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Alright cool, just keep it in mind though.
GL and nice model bro. |
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#229 |
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PR Mapper Team
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Also if it is all still WIP I would recommend not packing everything together until everything is UVed and UVed in its non-"normalized" state. Then once everything is UVed, you then scale it all down together and then pack it up.
This will not only ensure everything is at the same scale (at least for the first stages where you want it, can change the scale on stuff later if needed) but will also give you a much better idea of what you have to work with etc. |
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#230 |
![]() Join Date: Oct 2007
Location: Quebec
Posts: 1,135
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Nice start! Wish you good luck mate
This weapon (and its foreign equivalents) must be put in PR. |
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| mk19, weapon, wip |
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